float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
- W_SetupShot(self, TRUE, 0, "weapons/minstanexfire.wav", CH_WEAPON_A, 10000);
+ W_SetupShot(self, TRUE, 0, "", CH_WEAPON_A, 10000);
+ // handle sound separately so we can change the volume
+ // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
+ sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
yoda = 0;
damage_goodhits = 0;
break;
}
- W_DecreaseAmmo(((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
float W_Vaporizer(float req)
float vaporizer_ammo;
// now multiple WR_s use this
- vaporizer_ammo = ((g_minstagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+ vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
switch(req)
{
if(self.jump_interval <= time)
if(weapon_prepareattack(1, -1))
{
- // handle refire manually, so that primary and secondary can be fired without conflictions (important for minstagib)
+ // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
// decrease ammo for the laser?
if(WEP_CVAR_SEC(vaporizer, ammo))
W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
- // ugly minstagib hack to reuse the fire mode of the laser
+ // ugly instagib hack to reuse the fire mode of the laser
W_Blaster_Attack(
WEP_VAPORIZER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),